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Everything posted by UllyB
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Nope, you didn't, let me correct you: you extracted SF2 LODs from a THIRD PARTY aircraft, not from a SF2 stock model , which our collegue, above, already told you that is not possible. However with the LOD viewer you can see, via its ini file, the 3D model, but that's it. That is why you made the whole confusion ;)
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yeap, exaclty that is what I want to do. I am sorry that communication is not that good, I am not a native English speaker. I have a gunsight, I changed the view angle (to downward) in its cockpit.ini, in order to see radar image 100% and because of that, the angle that the helo gun fires at, has changed too and the gunsight display-mark is positioned, now (a sort of) wrong. So I have to move the gunsight downwards to match the change. Now I think I was clear about what my intentions are.
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This looks promising and it seemed to fall into my case solution: [MOVE_CaseRadarAlt_X] Type=NOZZLE_POSITION_INDICATOR NodeName=case_radaralt MovementType=POSITION_X Set[01].Position=-0.22 Set[01].Value=0.0 Set[02].Position=-0.22 Set[02].Value=1.0 [MOVE_CaseRadarAlt_Z] Type=NOZZLE_POSITION_INDICATOR NodeName=case_radaralt MovementType=POSITION_Z Set[01].Position=-0.005 Set[01].Value=0.0 Set[02].Position=-0.005 Set[02].Value=1.0 So what you are saying is that I can MOVE, in SF1 series, using this syntax (and tweak) the position of the gunsight, in the HUD ? Ok, I'll give it a try and, later , I'll let you know if it worked. Thanks. UPDATE Man , as I see it, you HAVE TO KNOW syntax big time here, mostly "hidden" ones which you won't see it regularely in TK files. I know some, learned it over years of modding, but some it's completely stranger for me, I must confess. I found the mesh for the gunsight , I think, so I know its node, too. How do I know in which Type to catalogue it to ? Type=NOZZLE_POSITION_INDICATOR Type(for my case)= ????
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The extractor utility, for SF2, can just READ the LOD, in fact it read the ini file. You cannnot extract any stock LOD from SF2 series. Third party maybe.
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Thanks , I'll give it a try and I'll return with the results. UPDATE Well, first, as you said, that stuff is for SF2 series ONLY, unfortunately. I thought you have a mod or something in that package to use in my endeavour. The cockpit LOD is not present and that is expected for SF2 (TK locked them all because of pirating resons, which is understandable). I need to move (down) a gunsight in a cockpit LOD, not to improve its texture . You said that you move , step by step the texture in one direction. I don't get it how EXACTLY I can do that using your built aircraft for SF2. My guess is that you changed here and there, in the cockpit folder, some files to improve instruments texture, nothing new here, we all do that if we can. Is there anything else that I missed and I could use ? Or did I missunderstand your post ?
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so one can move a mesh, modifying the 3D cockpit model !?...I didn't know it's possible. How can I do that ? If you know how to do it, please tell me how exactly. I am a fast lerner.
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You mean mesh part for the gunsight ? If so, how do you move it ? I know you can hide it, but move it...how ?
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My friend, this becomes an interesting debate. Let's see your arguments one by one... 1) all my helicopter cockpits HAVE gunsight and they were not put there by...me, but by their authors. 2) let's see what a DLL really is and means. "Typically, a DLL provides one or more particular functions and a program accesses the functions by creating either a static or dynamic link to the DLL. A static link remains constant during program execution while a dynamic link is created by the program as needed. DLLs can also contain just data. A DLL can be used by several applications at the same time. Some DLLs are provided with the Windows operating system and available for any Windows application. Other DLLs are written for a particular application and are loaded with the application." Now , let's translate and adapt to our case: so, a DLL, in SF1 series games, has NO data whatsoever for something particularely created by a third party (a gunsight for instance), but that third party set of data, which builds a 3D model, CAN USE a DLL which is written for it (in our case , all the DLLs created by TK in his SF1 games). So, in other words, a third party HUD uses a pattern provided by the DLL functions to build, in the game, that particularely HUD. It's like a frame of the car. Frames are almost the same, just de dimensions variates and the number of parts. But based on those frames I can build cars that won't perform the same or look like the same, right ? The frame for car is the DLL. The final "form" of each car, which is UNIQUE is the third party gunsight pattern. Was I clear enough ? :) 3) I want to move the gunsight because I changed the view angle ( I wanted to see 100% of the radar image), so I have to move it down, proportionate with the distance changed in order to see the full radar image. 4) I already asked that, here by starting this thread :)
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I want to move the gunsight icon position, not the view.
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ok let's suppose you are right. The gunsight view , theoretically, can be moved, so one can move it (if so, where are its coordinates, they are not in plane sight at all as one can notice??) in ANY plane or it's fixed. If it's fixed, its coordinates have to be related to the objects/files that contain the gunsight coordinates. Even if the gunsight coordinates, for each stock HUD would be in a stock DLL , they would be just a fixed one, default for every stock plane, AT BEST, right ? My hunch is that its coordinates are FIXED, by the author and embedded somewhere in its files. The cockpit gunsight in this helicopter (it's about a third party helicopter) is in the right side of the HUD, somewhere down. How could the game's engine DLLs be responsable for a set of coordinates created AFTER these DLLs by a person who could, virtually put the gunsight coordinates anywhere on the HUD area ??? It's ilogic. The coordinates lay somewhere in the third party helicopter files (for the simple reason that its gunsight is placed different than ANY other stock aircraft!!! )! And the only files which point to the HUD features is its LOD and the cockpit.ini, but the cockpit.ini, as you pointed out has NO coordinates of the gunsight at all. So , the coordinates of the gunsight, on the 2 dimension HUD, for the helicopter area, ARE NOT in any of the stock game's engine DLLs. As you said, open your logic and you'll see that I am right or... please bring evidence, proof that the coordinates of a third party 3D object, created long after the stock's DLLs, are in those very DLLs you are saying. The last phrase I wrote its absurd in itself when one reads it...LOL (you can't have something created in the future, in a file created BEFORE the future has happened!!) PS - the view angle doesn't move the gunsight, it just moves up or down the "pilot" view.
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so what you are saying is that the gunsight coordinates for a third party cockpit are not in the HUD.dll ? if so, do you know where they are please ?
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I thought about it for a while... I don't think it's in the dll. And I will explain why: The HUD.dll is for stock planes only , right ? That cockpit is a third party one (so the gunsight itself and its coordinates must be something specific to that very COCKPIT and for that very cockpit, the LOD is the only one specific to it), so it's IMPOSSIBLE to be there locked, so it has to be the LOD. Even if it would be a HUD gunsight model there (into the dll), it should have a fixed coordinates pair, right ? Those pair can not coincide with something that a thrid party designed (let alone that this was after years built), so that is why I don't think the gunsight coordinates are in the HUD.dll, they must be in the LOD of the cockpit. If I am wrong , I am really anxious to find out the truth about this mistery. Maybe someone who knows more than us will be happy to share with us the explanation.
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well I wanted the coordinates in order to change its position. I think it's hardcoded in the LOD, cause in cockpit.ini , where I first checked , it's not.
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MFD display "mirror-imaged"
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
read my post above please, I edited. (refresh the page to see the whole text changed) Is this one , in HUDdata.ini ? [Display004] DisplayType=RADAR PosX=0.865 PosY=0.015 Width=0.125 Height=0.16666667 Alpha=0.60 InitTime=2.0 UPDATE I thought about it...it's of no use even if I move it, because the command is GENERAL and it would be for all the planes... -
MFD display "mirror-imaged"
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I understand what you are saying, but that has nothing to do, unfortunately, with my issue. I want to corect the issue, not just to look at the correct radar picture. If it was just that, I would've not posted about the issue, would I ? :) But, still, it gave me an idea: what if I move the popup radar image ...OVER the wrong one ? By the way where are the coordinates for the popup radar image placed ? In which folder/file ? -
MFD display "mirror-imaged"
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I did some further digging, it seems it's more complex than a wrong placed mesh. It has to do with map coordinates database which the model takes into account in order to display correct the world. I don't have the source files of the plane and even if I did I lack the skill to correct the problem, so I have to wait for its creator's answer. -
WOE CTD, even already installed October2008b Patch
UllyB replied to Josh275's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
alright then, now it's clear. Without Direct X 9.0c you are screwed, the game won't work at all. But, if you wanna have both "worlds" scrubb the Win 10 (in my opinion is not better than Win 7 , it's a Win 7 in it's core , NT nucleus and such, and it doesn't do things better than Win 7, it's just a illusion that it does. Trust me I know what I am talking about) and reinstall the Win 7 64x. I also can play ANY new game I like with Win 7, so...why not having it and play the SF1/SF2 series, eh ? Give it try, you won't regret it. -
WOE CTD, even already installed October2008b Patch
UllyB replied to Josh275's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You didn't say if you have , on your laptop, a TRUE graphics board. Do you ? If your RAM emulates a graphics board , maybe this could be a problem. I said it in the previous post. If you use Win XP, which I doubt, taking into account that we are in 2019, then game should work without any trouble. The same in Win 7 64x. I play it in Win 7 64x ULTIMATE edition. Over Win 7 I can't give you any guarantee, but in Win 8 (which is basically a Win 7 with lesser bugs but with a stupid, ugly tablet-like interface feature), at least, it should work. I heard that guys with Win10 had some issues with the game,but maybe I am wrong, I never tested it for myself. Your options.ini file looks clean. You never told me if you got any kind of (Windows) error. Did you ? -
WOE CTD, even already installed October2008b Patch
UllyB replied to Josh275's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
are you playing it on a laptop ? If your videocard is just an emulation and not a dedicated (a real one) one, with Direct 3D API, that could explain some of its behaviour. Check the option.ini file and see what it says when it comes to WIDTH and HEIGHT of the screen, look for this section: [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=2560 <------- DisplayHeight=1440 <-------- Check what resolution your screen accepts, check if you have no broken graphics drivers installed etc. I also presumed you have the original version, not the pirated one, right ? -
Malfunction
UllyB replied to serdna1972's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
"...until the moment to start the flight" Could you be more specific ? Describe , please, what exactly happens or what you see on the screen or if you get any error. I can't help if I don't know anything about the issue. :) -
MFD display "mirror-imaged"
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
here you go: https://files.fm/u/u39wsj8b but I doubt it would be of any help . I suspect the mesh is th culprit. -
CITEFA AS-25K-RC Missile
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
no one from Argentina here around ? :) -
CITEFA AS-25K-RC Missile
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is anyone from Argentina or who knows WHEN this missiles (the radio commanded one) was introduced. I found some references that it was introduced in 2008 but the source is not official. Thank you. -
same label, two LODs issue
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
there is no a ini for them. It's just the LOD and the bitmap. I even checked the original CAT for WOI, it's not there any of them, so they are surely 3rd party custom made. It's the Swatter.LOD and the Rockets.bmp. Take a look please, maybe you can sort things out quicker. swatter.7z -
same label, two LODs issue
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I know that. They are BMPs. When I have, separately, the LOD and the bitmap, and double click the LOD, I can see the model and skin correctly. However after I move the LOD and the bitmap in the weapon folder, It becomes invisible in the game . However I didn't know what I did, now it appears but it's white, as if the skin name is not correctly written. I'm out of ideas.